Adaptive game AI with dynamic scripting
Machine Learning
Graph-Based Analysis of Human Transfer Learning Using a Game Testbed
IEEE Transactions on Knowledge and Data Engineering
Evolutionary optimization of a neural network controller for car racing simulation
SETN'12 Proceedings of the 7th Hellenic conference on Artificial Intelligence: theories and applications
Game designers training first person shooter bots
AI'12 Proceedings of the 25th Australasian joint conference on Advances in Artificial Intelligence
Bootstrapping learning from abstract models in games
International Journal of Bio-Inspired Computation
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First person shooters is probably the most well known genre of the whole gaming industry. Bots in those games must think and act fast in order to be competitive and fun to play with. Key part of the action in a first person shooter is the choice of the right weapon according to the situation. In this paper, a weapon selection technique is introduced in order to produce competent agents in the first person shooter game Unreal Tournament 2004 utilizing the Pogamut 2 Game-Bots library. The use of feedforward neural networks is proposed, trained with back-propagation for weapon selection, showing that that there is a significant increase at the performance of a bot.